Shader "Custom/LightRays" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color1 ("Color1", Vector) = (0.1,1,1,1) _Color2 ("Color2", Vector) = (0,0.46,1,0) _Speed ("Speed", Range(0, 5)) = 0.5 _Size ("Size", Range(1, 30)) = 15 _Skew ("Skew", Range(-1, 1)) = 0.5 _Shear ("Shear", Range(0, 5)) = 1 _Fade ("Fade", Range(0, 1)) = 1 _Contrast ("Contrast", Range(0, 50)) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } }